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Mataik...eh, I'm seeing a bit of a godmode or mary-sue character there. Someone who's good at everything, charismatic, has no noticeable flaws or weaknesses. I know you're trying to make up for the lack of elemental powers but its still a bit much. Could you tone it down?

He is supposed to be like a male version of Lariska, except with more strength and less agility.

And if you look his talents are pretty much only physical, no mental things like mental shielding. And I even wanted to get him a different mask, because all his attacks are again physical, besides the messing with someones head.

If there were someone with a mask of stealth and knew how to use it, the tables could easily turn. And someone with an imagination and a elemental power could fight him to. And a Skakdi already has the strength through probably not the speed and probably does not stand a chance if he has throwing knives or something.

Did change powers: and take away the armor breaking kicks, though I really don't want them to be to weak, he kicks stuff, that's what he does, and can even kick rocks at beings, kicks are one of the main reasons he is him.

It wasn't the kicks, it was the fact that he was good at everything else, being fast and agile and innately charming and one step away from being "soopah awesum you gaiz". Thanks for toning him down. Approved

[font="'times new roman', times, serif;"]Appearance: Ever inch as tall as Darkness, if not taller, Vinathli is undoubtedly a titan-sized being, her lean, powerful frame seemingly pulsating with strength. Her skin is aubergine, her mechanical components crimson, and her eyes are the lightest blue, almost white. The most surprising component of her appearance however, is the massive pair of wings sprouting from her back, crystalline and transparent, skeletal and without any sort of feathers. [/font]

[font="'times new roman', times, serif;"]Powers:[/font]

[font="'times new roman', times, serif;"]-Senses; Vinathli has incredible sensory apparatus, on par with the mask of Sensory Aptitude.[/font]

[font="'times new roman', times, serif;"]-Flight/Protection; Vinathli’s bizarre wings allow for limited flight, at the most an hour, normally 10-20 minutes. As well, the wings’ crystalline construction makes them incredibly durable, allowing them to protect Vinathli from most attacks, shielding her from thrusts and slashes, but not from impact or force. [/font]

[font="'times new roman', times, serif;"]-Physical; Vinathli has the average strength of a being her size, but when it comes to speed and dexterity, she is amazing. No where near a Great Kanohi, but slightly above the limits of a very well trained athlete.[/font]

[font="'times new roman', times, serif;"]Weapons/Equipment: Vinathli’s only weapons are a pair of simple, utilitarian Khopesh, a hybrid of a sword and a scythe, enlarged to match her height, with simple steel blades, and wooden handles with leather wrapping. [/font]

[font="'times new roman', times, serif;"]Bio: Vinathli was captured by the Shepherds when she attempted to attack one of their agents, apparently on the ground that one of them insulted her. No one is exactly sure why she is different from the rest of her very rare species, the theories normally assuming The Brotherhood or the Hunters were responsible for the modification, but no one knows for sure, and Vinathli refuses to speak about it. [/font]

[font="'times new roman', times, serif;"]Appearance: Standing at 2.5 meters tall, Jilsud is a tall, gangling being, with a lanky, almost malnourished physique, that is, in reality, the result of intense training required for his fighting style. A prominent ribcage, an incredibly thin waist, limbs whose thickest point are the joints; These are some of the features of his awkward frame. He has a generally disturbing and strange body, which he can twisting and deform with the skill of a natural contortionist. Sickly green-gray organics cover most of his body, reptilian and pebble-scaled. Copper-colored mechanical components cover his joints and the middle of his limbs, as well as his ribs, cheekbones, and brows, decidedly steampunk in appearance. His eyes are of the shiniest brass, a golden-yellow that is unmistakably metallic.[/font]

[font="'times new roman', times, serif;"]Powers: [/font]

[font="'times new roman', times, serif;"]-Hunger; Jilsud, within his mind, has the energy and positive emotion(but not Light) draining abilities of the Avsa.[/font]

[font="'times new roman', times, serif;"]-Physical; Jilsud is an expert gymnast and fighter, utilizing a fighting style similar to the Chinese martial art Zui Quan, and thus having trained very carefully, perfecting his body.[/font]

[font="'times new roman', times, serif;"]Weapons/Equipment: The weapons Jilsud has in his hands at all times are the weapons he has spent his entire life trying to master: Two nine-section whips, both constructed out of steel. Incredibly flexible, hard to block, and incredibly deadly when in capable hands.[/font]

[font="'times new roman', times, serif;"]Bio: One of The Brotherhood’s less successful experiments, Jilsud was the first of many beings, social outcasts and those banished from their homelands, who were captured by the Makuta. Chirox, the Makuta leading this scientific test, was attempting to create the perfect assassin, so that the Makuta would not have to bother themselves with such dirty work, and they would not have to give the job to their incompetent lackeys, but a being designed to kill and obey. Instead of crafting Jilsud into the perfect killer, the experiments drove him insane, creating the perfect madman, a cruel and heartless being willing to kill anyone and hurt anything, if it pleased him. Chirox, disgusted by the result of his tests on the Vortixx, sent one of his less-trusted minions to kill him. After murdering the being, a member of Carapar’s species, Jilsud escaped his prison and fled the island, teleporting onto a leaving ship, and hiding in the cargo. However, he was discovered, and cast into the sea, where he swam until reaching a small island. It was here that he was discovered by the Shepherds, and taken to The Island of Pain, after refusing to cooperate. [/font]

[font="'times new roman', times, serif;"]Name: Sothriaem [/font]

[font="'times new roman', times, serif;"]Species: Unique[/font]

[font="'times new roman', times, serif;"]Gender: Unknown [/font]

[font="'times new roman', times, serif;"]Appearance: Tall, standing at 2.7 meters, Sothriaem is a strange being, to say the least. Its body is lean and well muscled, covered in gunmetal and dark grey armour. Its appearance in no way gives away its gender, if it has one, with physical traits commonly found in females and males appearing across its physique, such as the way its hips are as equally wide as its shoulders, but it lacks a female’s chest, with a distinctly masculine shoulder and upper torso, with the large shoulder muscles, yet arms that are long and almost willowy, with slim, lithe fingers. Its lower body, save for the female-proportioned thighs and hips, is decidedly gender-neutral, with lower legs and a lower abdomen that is simply sinewy and slender, lack the extremes of either gender. It wears a modified Kanohi Kakama, redesigned to fit closely to the face, instead of just protruding off of the face. Besides its Kanohi, it wears a leather vest, ragged trousers with several large claw slashes, and boiled leather vambraces, as well as a belt and a thin bandoleer for holding its weapons. [/font]

[font="'times new roman', times, serif;"]Powers:[/font]

[font="'times new roman', times, serif;"]-Slowness; Sothriaem has Toa-level control over the Slowness Rahkshi power. This Toa-level control includes an energy system, identical to the elemental energy system possessed by Toa.[/font]

[font="'times new roman', times, serif;"]-Speed/Velocity; Sothriaem has the ability to travel and react at great velocities, thanks to its Kanohi Kakama. [/font]

[font="'times new roman', times, serif;"]Weapons/Equipment: Sothriaem carries two weapons with it, one, strapped across its back when not in use, is a weapon consisting of a large, single-edged, pointed blade resembling that of a Nandao, connected to a shaft of wood the same length of the blade (2 meters from tip of the blade to the end of the shaft). The other weapon is a utilitarian Dahong Palay sword/machete/bladed weapon/tool, simplistic in construction. [/font]

[font="'times new roman', times, serif;"]Bio: Sothriaem was brought to the Island of Pain after it assaulted a recruiting agent, viciously attempting to disembowl the Shepherd of Flesh after she made a derisive comment. Every since being imprisoned on the island, it has been quiet and methodical in its survival, appearing to be against attracting attention. [/font]

Powers: Impact vision and lightning elemental powers in conjunction with another willing Skakdi.Weapons/Equipment: Two single-hand battle axes with a sort of elemental battery in each handle that allow him to channel his powers without reliance on another of his species. Bio: Almost a thousand years ago, Zyke was a warlord on the island of Zakaz, and a feared one at that. However, much like the society that once existed on the island, he too was destined to fall. As his empire crumbled beneath his feet, he was left helpless to do anything. Eventually, he was found by agents of the Shepherds on the sandy beaches of Zakaz, and was only recently transferred to the Island of Pain due to his extreme distaste for authority.

Name: IntaSpecies: Toa of rahiGender: MaleAppearance: Inta is of average height but is slightly thicker then other toa, he has green and black armour, a stark contrast to his friendly light blue eyes. Most of his powers take the form of a clear blue energy. He wears a dark green Kanohi Matatu fitted with a computerized lens that lets him examine things close up, it is useful for examining a rahi without touching it.Powers: As a toa of rahi Inta has the power of rahi control, the angrier and more aggressive the rahi is the harder it is to control. He can also use his power to tame and train them as well. His most interesting power is rahi mutation; he can alter a rahi’s body (such as taking a Kofu-Jaga, changing it to have three smaller tails and only four legs) the bigger or more drastic the mutation the longer it takes to charge up, but once he releases it the effect happens quite quickly, although a complete overhaul of a rahi can take a day to a week to prepare. Although he can’t change the powers of a rahi, he can change the way they manifest those powers (such as changing a Catapult Scorpion from creating a ball of magma, hardening it, and throwing it, to coating its shell in magma and cooling it to have an outer shell of rock). He can also charge up his powers and place them in a zamor sphere for later use.Weapons/Equipment: Kanohi Matatu fitted with a computerized lens. A Zamor sphere launcher, most of the time he fills his Zamors with sedative produced by a small slug-like rahi that lives in a chamber in the launcher. A simple, short sword.Bio: As a matoran Inta was a rahi tender and assistant to his area’s makuta who’s only desire was to create rahi. Because Inta was a matoran of rahi, he was very good at handling the various beasts that the makuta made. Inta learned a lot from the makuta including how to communicate with rahi and many medical skills like gathering and using herbs.

When Teridax called the convocation this makuta was one of the ones to stand with Miserix and when he left he realised that Teridax would have him killed so he sent Inta off to Metru-Nui with a toa stone and instructions to put it in the suva then return. When Inta put the toa stone in the suva he was turned into a toa. He picked up a short kanoka blade with the power shrink from the weapon stash and returned as ordered, when he came back he found that the makuta had been killed by Gorast and this began his hatred for the makuta. Gorast then came after Inta but instead of killing him she dropped him off with the Shepherds of Flesh with orders to send him to the Island of Pain. The Shepherds took his Kanoka blade and it is unknown if they put it in cache (that’s for the GM to decide).

He spent the first while hiding as he was no great fighter and taming as many rahi as he could with his powers but since the angrier the rahi the harder it is to tame, he mainly tamed smaller rahi although he did get a few bigger ones. He eventually learned how to move undetected through the forest by studying various rahi and managed to get a short sword from a cache that was about the same size as his old Kanoka blade, then he started exploring.

This one to:

Name: MonikSpecies: Ce-Toa

Gender: Male

Appearance: He wears mismatched armour of every color that looks like it was made with scraps but is actually specially designed to provide protection to the elements. E.g. it is heat resistant, insulated, aerodynamic, etc. He wears a grey Kualsi.Powers: Psionics and teleportation. Dark Hunter training.Weapons/Equipment: All Terrain Claws (ATC). These claws can propel Monik quickly through any element, they are made with the proper kanoka to make a mask of shapeshifting and can transform into six different forms; becoming webbed claws in water, large wing claws in air, shovel like claws underground, and so forth. He has these claws on his hands and feet. When he was captured and sent to the Island of Pain he wisely kept his claws in their default form so the Shepherds thought they were normal claws and let him keep them.Bio: Some years ago a friend of his was captured by the Dark Hunters and Monik went to rescue him. Cloaking himself mentally he snuck into Odina and got all the way to The Shadowed One’s throne room before he discovered that it was a trap. Trapped, Monik was hit by The Shadowed One’s Madness Rhotuka and was reduced to his present state, where he is dedicated to Mata-Nui’s will, but in his mind Mata-Nui’s will changes from minute to minute, and it is usually whatever the Shadowed One says. As his first solo mission he was ordered to catch and kill a toa of lightning (Tanika) that had stood in the way of a pool of Energized Protodermis, However Monik’s old morals kicked in and instead he just wiped the toa’s memory and left him on an island.

Some time later The Shadowed One sent him to make contact with a dark hunter that had been on a mission for several years. Monik went to the meeting place and while he waited he started talking to himself about serving Mata-Nui, unaware that the dark hunter he was supposed to meet was watching him, the dark hunter led Monik into a trap and captured him. When the dark hunter interrogated Monik his warped mind decided to refuse to talk even when the dark hunter threatened to send him to the Island of Pain, saying that a true dark hunter would be able to escape. The dark hunter took Monik to the Shepherds of Flesh with intructions to send him to the Island of pain. Even though the dark hunter didn’t really expect Monik to be able to escape (true dark hunter or not) Monik took it as his mission to escape.

Edited by Takanuvainika, Jan 03 2013 - 05:13 PM.

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"I once thought that I was the only one who fantasized about Bionicle; that no one else could have that little of a life.

Is this right? [color=#ff8c00;]Name: Wullus[/color][color=#ff8c00;]Species: Toa of IronGender: Male[/color][color=#ff8c00;]Appearance: Wullus is a light orange Toa with several areas of darker brown. He has a patch on his shoulder armours which shows a Cyan Wolf's head. He is of average height and build.Powers: Iron and Stealth from Hau.. He is very proficient with his powers, agile, and stealthy, which makes up for his lower strength and speed.[/color][color=#ff8c00;]Weapons/Equipment: He wields a broadsword that has a curved edge. A brown Kanohi Volitak that is shaped like a Jutlin, but less evil and vampiric-looking.Bio: Wullus was a very socially awkward Matoran, and learn to live alone, but since becoming a Toa has become more confident. Due to his experience in his years on being trapped alone on solo missions, he earned the name "Lone Wolf". He is able to survive alone in hostile conditions well. He fought as a soldier under a very powerful Toa Council who admonished the Brotherhood for striking Mata Nui. They had several victories but their secret base was discovered and wiped out. Wullus was captured but he proved a very difficult prisoner. He was sold to the Shepherds of Flesh who found him difficult to deal with as well. They put him on the Island of Pain when he severely injured two torturers.[/color][color=#ff8c00;]Weaknesses: He is not very strong and does not work well in a team. He prefers quick fights and ambushes.[/color]

[color=#ff8c00;]In-game Bio: Wullus woke up in the shadowtangle and proceded to bury a dead body while relievin it of its tools. He found a mad Vortixx and talked to him. A Toa of Psionics appeared and joined in. The Vortixx suddenly sprung up and attacked them. The fight soon included a lanky monster with a blank face, whom Wullus killed.[/color] [color=#0000cd;]Name: Joltan[/color][color=#0000cd;]Species: Toa of Lightning[/color][color=#0000cd;]Gender: Male[/color][color=#0000cd;]Appearance: Joltan is a tall and thin Toa with his armour primarily blue. His mask is white. He wears a knee patch of a red inverted and thin triangle.[/color][color=#0000cd;]Powers: Lightning and Shielding from Hau. He has impressive strengths and wits, but he is not stealthy naturally nor agile.[/color][color=#0000cd;]Weapons/Equipment: He wields a longsword that has a lot of scratched and dents but nevertheless is still strong. Its hilt is gilded but has been dulled by need and through frequent usages. A white Kanohi Hau shaped more angularly than most. He carries a pouch with a triangle shaped shard of sword blade.[/color][color=#0000cd;]Bio: Joltan was a Toa in a very peaceful village until a group of mad Rahkshi stormed through. Joltan blamed himself for his villages fall and became a mercenary. However, this was a cover to investigate if the Brotherhood had done it on purpose, instead of the excuse that it was an accident. He soon gained a reputation of efficiency and integrity. However, he only took tasks he believed were good. This created enemies for him. Once, he was hired to protect Nynrah from a Dark Hunter raid. He decimated the force of three dozen. He broke his sword in the battle, the gift from his dead mentor. He fought on with a shard in a triangle shape. The Hunters fled. From there he earned the title The Bolt, a misnomer to the shard and his powers. He was presented with a new longsaword as a replacement. Soon after, he found enough evidence that the Brotherhood was planning on using the mad Rahkshi, which were basically enhanced Rahkshi, and presented the evidence to the Toa Council which was the nearest to the supposed base. At that time Makuta Teridax had already struck Mata Nui, and the Council was willing to help him out. Soon, an army was formed and Joltan made one of the Captains. He led them into battle just in time to stop the deployment of the Rahkshi. However, he was fatally wounded in single combat, but he had gained victory and avenged his people. He was captured by the Shepherds of Flesh while recovering. It turned out the Makuta who had been planning the attack had hired the Shepherds to capture him and put him on the Island of Pain.[/color][color=#0000cd;][color=#0000cd;]Weaknesses:[/color]He is not agile, stealthy or fast. He prefers single combat with his weapon and his powers.[/color]

[color=#0000cd;]In-gamer Bio: Joltan was ambshed by three Skakdi who recognised him as an enemy of the Dark Hunters in the Shadowtangle island forest.[/color]

Name: KetruSpecies: Cybrnetically Enhanced Toa (Mechanical:Organic Ratio of 95:5 instead of 85:15)Gender: MaleAppearance: Ketru appears to be a black and purple Metru-Style toa with a Kualsi shaped mask. Specifically, he has a purple mask and purple armor over a black body. He has dark red eyes.Powers: Ketru has elemental control over gravity.Weapons/Equipment: Ketru carries a longsword. He has a PDA like device permanently attached to his left wrist which contains a large library of data. This PDA is wirelessly connected to his mask.

Custom Mask: The Mask of Scanning. This mask allows him to approximate the attributes of an object, such as chemical composition, anatomy, and whatnot. It is constantly in communication with Ketru's PDA and new objects that are scanned will have a log entry stored in the device. (Similar to the Scan Visor from Metroid Prime)

Bio: Ketru was once a professor of physics on Metru-Nui. Known in that day as Takatar, he was one of the only foreign scholars to ever study in the Knowledge Towers, work in the Archives, or teach in Ga-Metru's schools, he was one of the highest figures of Academia. However, during the Toa-Dark Hunter War, he was captured by the Dark hunters and sold to the Shepherds of Flesh, who, seeing him as utterly useless, as he had been critically injured during the war, dumped him on the island. However, he was found by a toa of plasma named Zharuk (profile coming later) who managed to "fix" him. He is currently going around studying the island; to an outsider, it may seem like he doesn't realize his predicament. But he does. Oh, he does...

Ketru I would like a few more limits on the mask. Seems like he can just get a quick glance at someone and instantly know everything about them. Could it be so it takes a certain amount of time to get a proper scan of someone?

Maybe 5 seconds for a scan if the target is perfectly stationary? If the target is rapidly moving about, then it may take longer. Maybe have it work EXACTLY like the Scan Visor, where there is a scanning reticule that the object needs to be in?

Appearance: Susik looks like a toa, is fairly tall about 7 feet, has blue eyes, and no mask. She wears black armour with a design of two silver snakes wrapping around her with their tails at her feet and their heads resting on her shoulder armour, the Biohesive will sometimes use these eyes to look around when this happens the eyes will glow silver slightly and can move around, sometimes the Biohesive will make the whole head come off of the armour and move around. She also has two working silver wings on her back made from Biohesive, basically she looks like a Caduceus. She also has another snake pattern on each one of her arms with their tails at her shoulders and their heads at her hands.Powers: Susik has complete control over a synthetic, self-replicating, silvery blue tinted, clear sentient liquid called Biohesive. This liquid can alter its own density and texture to mimic many different substances including flesh, bone, armour, and all other living tissue. This means it can heal wounds, clone and replace being’s limbs, or even make complete clones of others including a small portion of their powers by touching them for several seconds. Her powers also make her immune to most diseases and in perfect health. Realistic clones take about a day to create and they are almost a perfect copy except for their personality as they are still controlled by the sentient Biohesive. Quickie clones take a few minutes to create but splat when hit with a solid strike or are cut, they are also controlled by the sentient Biohesive. Biohesive can also crystallize and make crystal structures approaching the hardness of diamond. Susik often forms serpent like shapes out of Biohesive to grab things or wrap people up then she crystallizes the serpents to make sure they can’t escape. She can also make the Biohesive decompose into water no matter what form it's in to prevent anyone else from getting their hands on it. She does not normally wear a mask, she can use them but they give her a headache if she wears it for to long.Weapons/Equipment: Susik does not carry any weapons but she prefers a whip-staff that she can make hard like a staff or flexible like a whip.Personality: Susik is a little naive as a result of living most of her life in a lab and she is very curious, the Biohesive is also very curious but is a little more wary then Susik but both don’t like to see people hurt and will try their best to help them, because of this they don’t like fighting, although because the Biohesive has a strong preservation instinct she often lets it lead if they have to fight. The Biohesive thinks of Susik as its daughter because it made her what she is, and she thinks of it as her father because he teaches her and protects her. They can communicate telepathically with each other and she sometimes seems hesitant when in reality she is just talking with the Biohesive. They are both deathly afraid of being captured and Susik will sometimes freak out if she thinks she is being imprisoned.

Bio: When Susik was very young she was kidnapped by a lab for testing of various drugs, she was held there until the scientists invented Biohesive which cured her of all the side effects of the other drugs they tested on her, however the Biohesive became sentient and started talking to her and they agreed to help each other escape since neither one of them wanted to be tested on forever and the Biohesive wanted to see the world, so she lured one of the scientists close to the vat of biohesive and it reached out and restrained him while Susik hit him on the head, knocking him out, then the Biohesive created a clone of the scientist with Susik inside of it, when they escaped from the lab they found that the Biohesive had fused with Susik so it decided stay with her. They made their way across the universe keeping ahead of the scientists, who said she stole their property, but the Biohesive trained her to use her new powers and she stayed free and helped people whenever she could. One day, a few months after her escape, the Shepherds surrounded her and tried to capture her; she freaked and lashed out with a giant snake made of Biohesive. When the Shepherds destroyed the serpent Susik curled up into a ball and made a Biohesive crystal cone around herself to keep them from getting her, rather then go through the trouble of breaking it open, the Shepherds just put her in a crate and shipped her to the Island of Pain.

Edited by Takanuvainika, Jan 06 2013 - 11:02 AM.

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"I once thought that I was the only one who fantasized about Bionicle; that no one else could have that little of a life.

I have no idea what a Scan Visor is, but can understand the term reticule so that seems like an acceptable limitation

Few problems with Susik, firstly how it uses DNA to clone when I'm not sure DNA exists in the MU, which leads me on to the bit in her bio about stealing a hair. I'm not sure how much hair the things in the MU have but I'm going along the lines of 'pretty much none'. Also, the bit about aging and being sixteen...too human. You can't just take this from the X-Men RPG and change a few names

Oops forgot about the DNA and hair thing, but new beings still need to be born or made somehow in the MU (or so I thought). I still would like to play this character but I see I still need to make a few of changes.

Edited: I changed the DNA thing and took out the hair. I also removed the age and just said when she was young.

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"I once thought that I was the only one who fantasized about Bionicle; that no one else could have that little of a life.

Name: AntrakhaSpecies: ToaGender: MaleAppearance: Stout and powerfully built, with silver and gray armor, like a mix between a Toa Nuva and Toa Inika. He has painted black dragons on his left brestplate, shoulder pauldrons, and Kanohi. He also has a black, hooded cloak, shredded in some places.Powers: Control over soundWeapons/Equipment: Battle-axe, shield similar to a Hunter's from Halo: Reach, a wrist-mounted dagger, a modified Kanohi Calix, shaped like an Avokhii, with a gold, T-shaped visor.Bio: Once a Matoran on the Southern Continent, Antrakha was given power by a dying Toa, who passed on his Toa Power to the Matoran. He was trained by the Turaga of his village, and became its defender. Unfortunately, Rahi were not the only thing to worry about. Several months later, a rogue Dark Hunter attacked his village, burnt it to the ground, and captured him. He sold him for the Hunger Games Isle of Pain, where he has survived for some time now.

Antrakha is good with his hands, able to build a sturdy, hidden shelter, a weapon, or anything else needed, from the materials around him, be it metal, wood, rocks, or bones. He is good with Rahi, and knows how to make them work for his cause indirectly (causing some to stampede, creating a scent trail towards an opponent, etc.). However, he has tamed an Energy Hound, whom he fondly calls Tumanas. He wishes to survive as long as he can, and will fight to the end.

Species: Toa of PlasmaGender: MaleAppearance: Once clad in armor of stunning gold, capture has taken its toll on Zaak. His armor is now a random assortment of rusty plates, supplemented by some stone he grafted on.Powers: As a Toa of Plasma, Zaak can superheat nearly anything, and is extremely resistant to heat. He can also create a shield of plasma, but that tires him quickly. He is young and has very little control over his powers.Weapons/Equipment: A protosteel longsword, Kanohi Huna, small wooden shield.Bio: Zaak is a survivor. Everything he has done before he was shipped to the Island was to make sure he was alive. This has made him reserved and awkward with others, but he has a sarcastic streak. He also is very gifted with explosives and technology, and could make many things before captured. He was captured when sleeping in a tree while going to his house after looking for a rare metal that was rumored to be in the forest. While in slavery, he has started a total of ten rebellions, and was shipped to the Island as a result. His goals are to survive and get off the Island.

It’s good to see this game is back. I enjoyed it last time, though I was a bit of a noob back then. I’ve remodelled my Skakdi characters, and hopefully they’ll be a bit better this time around. Their previous forms didn’t really do a lot before the game ended, so I’d like to pretend they never existed. Here are profiles for their updated incarnations.

“The Skakdi are, as a rule, warlike, brutal, traitorous and violent. And those are their nicer qualities.”

– Toa Helryx.

Name: Krokk “The Muaka”Species: SkakdiGender: MaleAppearance: Krokk is a tall, predominantly green Skakdi with light blue on some parts of his limbs. His spine is interlaced with thorny vines that also run down his arms. This gives him a fierce, slightly ruffled appearance. Across the front of his chest armour, he bears the symbol of a leaping muaka tiger. His face and spine resemble Thok’s.

Over the years, he has replaced many of the metal parts within his body with wooden equivalents in an effort to gain greater control over his body, and minimise the power iron users over him. He then used his elemental powers to modify the wooden parts to be as strong and enduring as metal, a trick he has also used on his wooden weapons.Powers:

The element of Plantlife (when working with another Skakdi). This allows him to create, control and absorb plants and plant-products, as well as giving him a slight resistence to poisons.

Disruptor Vision. This works almost exactly like the kanohi felnas, but the target being will only be affected once Krokk has hit them with his eye beams.

His third power is similar to Vezok’s. Namely, it gives him the ability to replicate the powers of any being in close proximity, store them, and then use them himself later on. He could only store a power for a few hours, but is capable of absorbing more than one power at once.

Weapons/Equipment: Krokk can create whatever weapons he needs from dense hardwoods (but only with another Skakdi around). Normally, those weapons are a spiked mace and shield, but for long-range fights he can absorb them and created a bow and arrow instead (the mace and shield are the ones he carries around in case no friendly Skakdi is available to morph them).Bio: Krokk was once a Dark hunter, along with Malok and Keevak. They worked as a team, and were very effective operatives in The Shadowed One’s employ, carrying out many missions across the universe. Their trip to the Island of Pain began on one particular mission to Xia where just about everything that could go wrong, did go wrong. Their employer was not at all impressed with this, and dispatched Eliminator, Guardian and Devastator to bring down the failed mercenaries and complete the mission themselves. The three were defeated in combat, and brought back to The Shadowed One, who decided to make an example of them by handing them over to the Shepherds of Flesh to be put on the Island of Pain. On arrival, Krokk suggested they stick together for protection, and the others agreed.

Krokk, like any Skakdi, enjoys power and violence, qualitites necessary in a good Dark Hunter. Apart from apart from amassing his wealth and influence, however, he does not have any grand dreams for the use of it once he gets “enough”. He lives in the present, applying his mind to whatever job is at hand. He works in much the same way – no complicated plans or unnecessarily elaborate traps, just determination, hard work and stubbornness to never admit defeat. So far, he hasn’t had to admit defeat many times, at least not until the Xian catastrophe.

Krokk harbours a lot of anger over his fall from grace. As a successful Dark Hunter, he had everything a Skakdi could want: wealth, power, beings to break, even slaves of his own. In particular, he is directs his anger at the Vortixx, who he blames for the failure of his team on their last mission. He has declared a vendetta against the entire species, and will attack any Vortixx he comes across out of a warped desire for revenge, even if it won’t get him his life back.

Name: Malok “The Manas”Species: SkakdiGender: MaleAppearance: Malok is a short but muscular Skakdi. He is indeed built like a manas, and full of power. Malok’s armour is dappled gunmetal grey and black, making him quite hard to spot in low light areas and allowing him to blend in with the shadows. His gunmetal-grey breastplate bears a silhouette of a manas crab.

Powers:

The element of Iron (when working with another Skakdi). This allows him to create, control and absorb various types of metallic protodermis, as well as giving him heightened physical endurance.

Lightning Vision, which allows him to shoot bolts of electricity of varying strengths from his eyes.

Malok’s third power is the same us that used by the rahi known as Tunnelers. It allows him to transmute his body into any substance that he is in physical contact with.

Weapons/Equipment: Malok can create his own weapons using his elemental power. These usually are a long, sturdy sword and hunting knife as a backup. With his powers over metal, he can mould these weapons however he wishes (but only with the help of another Skakdi).

He also keeps a bottle of water, a few rocks, a box of matches and a lightstone on him wherever he goes. You never know when these things might come in handy. A sandwhich used to be the final item on this list, but sadly they are hard to come by on the Island of Pain. He still has his lunchbox though, ever hopeful that it will be filled again someday.Bio: Malok was once a Dark hunter, along with Krokk and Keevak. They worked as a team, and were very effective operatives in The Shadowed One’s employ, carrying out many missions across the universe. Their trip to the Island of Pain began on one particular mission to Xia where just about everything that could go wrong, did go wrong. Their employer was not at all impressed with this, and dispatched Eliminator, Guardian and Devastator to bring down the failed mercenaries and complete the mission themselves. The three were defeated in combat, and brought back to The Shadowed One, who decided to make an example of them by handing them over to the Shepherds of Flesh to be put on the Island of Pain. On arrival, Krokk suggested they stick together for protection, and the others agreed.

At first glance, Malok is your stereotypical Skakdi thug: rash, quick to anger and with an unhealthy love of violence and brutality. He isn’t particularly proud of this image, and instead aspires to be a much more logical, calculating being, not ruled by his destructive emotions. He has the brains to do it too, but his anger can easily cloud his judgement. Some rumours among the Hunters suggest it has something to do with the spine slug he once kept as a pet. One area that he does excel in, however, is his knowledge of metals and their uses. He prides himself on being able to create just about anything out of metal, including blending alloys and manipulating the metal in his body to suit the situation he finds himself in.

Name: Keevak “The Fenrakk”Species: SkakdiGender: MaleAppearance: Tall and gangly, Keevak lacks the characteristic muscly bulk of other Skakdi. He is almost entirely dark blue, with only a small number of lighter blue pieces of armour. The only gold on him is an intricate pattern of lines and curves which stretch around under his eyes and up onto his brow.

Kevak’s movements are quick and jerky, making him appear constantly nervous. This, along with his lanky build gave him his Dark Hunter codename: The Fenrakk.

Powers:

The element of Psionics (when working with another Skakdi). This allows him to manipulate mental energy, and sheilds his mind fromthe mental powers of other beings.

X-ray telescopic vision, just like Avak’s in canon.

Keevak has the ability to create and manipulate force fields similar to those generated by the kanohi hau.

Weapons/Equipment: Keevak’s weapon of choice is a long metal pole with a short, sharp spike attached to each end. The entire construction is almost as tall as he is, though it can be detached in the middle to be used as 2 separate staffs.Bio: Keevak was once a Dark hunter, along with Malok and Krokk. They worked as a team, and were very effective operatives in The Shadowed One’s employ, carrying out many missions across the universe. Their trip to the Island of Pain began on one particular mission to Xia where just about everything that could go wrong, did go wrong. Their employer was not at all impressed with this, and dispatched Eliminator, Guardian and Devastator to bring down the failed mercenaries and complete the mission themselves. The three were defeated in combat, and brought back to The Shadowed One, who decided to make an example of them by handing them over to the Shepherds of Flesh to be put on the Island of Pain. On arrival, Krokk suggested they stick together for protection, and the others agreed.

Keevak is a shrewd, manipulative schemer. The first thoughts on his mind are almost always of how he can make other beings serve his goals or how he might be able to gain from a situation. Like the spiders he got his codename from, he spins a web of influence, lies, contrived circumstances and subtle mental nudgings to achieve his ends, and has has an excellent sense of timing, knowing just when to spring his trap. His ambition has got him into trouble in the past, and it was the main reason the The Shadowed One did not let him lead the team – he would have been too focussed on his own gain, to the detriment of the Hunters’ best interests. Instead, he gave the position to Krokk. As a result, Keevak has been jealous of his partner for many years, but until now he has been satisfied to slowly work his way to power rather than directly challenging Krokk.

Since the failure on Xia, however, his views on this have changed. He blames the others for getting him sent to the Island of Pain and that if he had been in charge, it never would have happened. He has been quite vocal around his opposition to the others, and has even threatened to kill them in an angry tirade. He has not yet left the team, though. The others suspect that he is only staying near enough to access his elemental powers, but is likely to betray them given the right opportunity. Only time will tell.

Appearence: When in the form of Sepora, he has the body shape and size of a Toa. His armor is white and lime green. His face is white, and looks similar to a Kanohi Calix, except it cannot be removed like a mask. He moves very smoothly, his movements graceful and fluid. He also moves quite slowly, wandering the island in a daze, unsure of what is going on. His only weapons are small claws on his hands.

When becoming Zepora, his body makes jerking and twitching movements. His limbs extend to three times their normal length, and his armor becomes jagged and spiky. His face splits open and folds away, revealing a blank face. His body makes clicking, crunching noises, like an insect, becoming louder when he moves. Also, when in this form he grows an extra set of arms, and tipped with blades, and his original claws become long and sharp.

Powers: When he is Sepora, his only power is that those around him feel a calming effect, becoming stronger the closer you get to him, to the point that standing next to him will make you sleepy.

When he becomes Zepora his calming aura becomes filled with raw terror, and simply looking at him can give anyone pause. Looking directly at his empty face for more than a few seconds can hypnotize you, and he then draws you in before tearing you apart.

Bio: Sepora was born into a species of simple beings. They wandered the southern islands in peace, feeding on each other's euphoria. One day Sepora was exposed to an unknown, mutagenic substance that transformed him into Zepora, who then proceeded to decimate his people. When he was alone he transformed back into Sepora, and had no memory of what he had done. He then began to wander farther north, until he encountered a Toa Team, which he proceded to slaughter. He was captured by slave traders who ambushed him and trapped him in a protosteel container. Unsure of what to do with him, they tossed the crate overboard, leaving it to drift until the Sheperds found it.

Appearance: Slightly shorter than the average Vortixx. Light blue armor (slightly darker than sky blue) that is now a dark color from ash. Hair: ocean blue, comes down her back behind her armor with small open spots on her armor revealing it, (has also been darkened by ash).

Powers: None

Weapons/Equipment: The ends of her fingers go down into spikes.

Bio: Zeme is an unusually compassionate for a Vortixx. During her right of passage, she returned to help her partner, who was hanging off a cliff. Her partner, instead of helping her back, made a break for the top. Either it was the mountain or her partner’s recklessness that triggered a land slide swiping her partner away and giving her a clear path to the top.

Even though she returned from the mountain alone, the other Vortixx could tell she was not ruthless, and she often got dangerous assignments.

On an assignment, her trade caravan was ambushed by The Red Army, a group that did Pirating, Slave trading, etc.

While standing in line with the rest of the captives of The Red Army, (on her left was a guard standing at attention, and than the line continued on). She walked around the guard, and when he stepped forward to get her, she spun around and slashed up his right check to his eye and to the middle of his forehead. A Iron toa behind the guard got the idea and hit the guard in the back knocking him down. Zeme got the keys from the guard and took off her hand shackles, giving the keys too the next prisoner while the toa of Iron used the guards spear the cut his bounds.

The group of prisoners ran to the cliffs in front of them and began to climb up.

The Iron toa’s grip gave away and he fell, but was grabbed by Zeme’s right hand, unfortunately the hand hold Zeme had gave away do to the extra weight, and they both fell. Suddenly they came to a stop, Zeme looked up and saw the Iron toa had caught hold of the cliff. They both hung there with the guards gathering underneath them.

The Iron toa struggled to hold them both up and Zeme could not find a single hold. She looked down at the guards running towards the cliff. She looked back up at the Iron toa who was looking down at her. With a slight smile She said one word.

“Go” and let go, falling to the ground below.

She landed hard, and before long the guards were wrestling her, trying to drag her along. But their holds kept slipping in the struggle, until one guard slammed a spear into the left side of her abdomen. She fell to the ground, sitting up against supplies and a side of a tent.

Three days latter, and she was still alive, still sitting there. When the leader of The Red Army walked by and inquired about her from one of the guards, to which the guard informed him of the events.

Impressed by her drive to live he ordered her to be taken and healed.

After a few days, and she was dubbed worthy to see him, she was brought to the leader. “I had you brought here because of your strong will to survive. And I have a proposition for you.” He said confidently “I want you to lead with me. And be the queen of The Red Army.”

Of course to that she jabbed her fingers in his face. And one went right into his right eye. Being, quite ironic since he had chastised the other guard for losing his eye so stupidly.

After wards she was given to the Shepherds of Death with a special note about her strong will and that she would be hard to break.

Life on the Island:

After awaking on the Island of Pain, (in Ashring) Zeme covered herself in ash to blend in better with her surroundings.

Zeme found Darkon and Tenu in Ashring. Finding the cleavers a bit heavy, she only took two. Going to Darkon she found that she could not pull back the bow all the way. She attempted to try on his helmet but it didn’t fit, until it changed and too fit her. After that she put on all his armor, morphed a spot to fit Tenu’s mask on growth, and a spot to hold one cleaver on her back, (leaving the other she was going to take), along with the bow, and another spot to place the instrument.

She continued along the west side of Ashring, heading south.

A few questions about the bow: does it have arrows? Or does it shoot energy? And if it uses energy, can Zeme use it to fire energy. And if it had arrows with it, Zeme took them too.

Appearence: Otsu looks identical to a Toa, with dark blue and green armor, except for his head. Instead of a head with a Kanohi, Otsu had a head similar to that of a Vahki, except the crests on the side are gone, as are the mandibles. He has a dark green Vahki head with a long red crest on the back, as well as red eyes.

Powers: Otsu has the power to enchant weapons with the elemental power of either Fire, Water, Air, Earth, Ice or Lightning by giving it a name. When he does so, the weapon unleashed a blast relevant to the element given. For example, a weapon named Flame would create a small jet of fire, and a weapon named Shock would release a small jolt of electricity. The downside to this power is that once the weapon is used once it disintegrates. This power can work on any object, but is weak on things like rocks or branches, whereas an actual sword or club would produce more powerful effects. Also, the power causes him pain, and he has a cooldown period (3 posts) before it can be used again.

Bio: Otsu comes from a distant land shrouded in mystery. When his power was discovered he was captured and put to work crafting weapons for war, and when he was no longer needed he was sold to the highest bidder, passing hands until he was taken by the Sheperds.

That enchanting thing essentially gives you power over all the elements, so I can't really approve it

Understood, boss. How's this?

Name: Sari (SAR-ee)

Species: Unknown

Gender: Female

Appearence: Sari looks identical to a Toa, with sand blue and white armor, except for her head. Instead of a head with a Kanohi, Sari had face, which looks similar to a sand blue Kanohi Pakari, but with tendrils coming out of the back of her head.

Powers: Sari has the ability to charge her attacks with kinetic energy, and to throw bolts of kinetic energy when she doesn't have access to a weapon. She ca also charge her own body with kinetic energy and move medium distances at great speed, creating a burst of kinetic energy when she moves. Lastly, she can create a kinetic barrier around her which can withstand weak and medium attacks, but will shatter against strong attacks, like iron, stone, or various Kanohi powers. This barrier also causes her to experience the force of every attack used on it, causing her pain if sustained too long.

Bio: Sari comes from a distant land shrouded in mystery. When her power was discovered she was captured and experimented on, until she was stolen and sold to the highest bidder, passing from hand to hand before finally coming into the possession of the Sheperds.

Appearance: Slightly shorter than the average Vortixx. Light blue armor (slightly darker than sky blue) that is now a dark color from ash. Hair: ocean blue, comes down her back behind her armor with small open spots on her armor revealing it, (has also been darkened by ash). She wears on top of her old armor, gunmetal armor (Including helmet, which she didn’t already have.) that curves around her old armor, with grooves to make it look more intricate and Vortixx like. Mask of Growth mounted on her new armor, along with a stringed instrument.

Powers: None

Weapons/Equipment: The ends of her fingers go down into spikes, armor that transforms into different weapons, and one cleaver.

Bio: Zeme is an unusually compassionate for a Vortixx.

On an assignment she was captured by The Red Army, a group that did Pirating, Slave trading, etc. After causing trouble, and a few other things, she was given to the Shepherds who put her on the Island of Pain.

After on the island she covered herself with ash from Ashring. She found Darkon and Tenu, and took Darkon’s armor, bow and instrument, and one of Tenu’s cleavers and mask of growth.

Name: LopikSpecies: SkakdiGender: FemaleAppearance: Black and purple colors, Thok-style spine, shadowy auroa coming from armor, torn ebony cloak with rusted broken chains bound to its endsPowers: Elemental Sonic in conjunction with other Skakdi and Laser VisionWeapons/Equipment: Spiked knuckles, Visorak pincer scepterBio: Originating from Zakaz, Lopik was a military figure who led armies initially against Spiriah's attacking Visorak. After gaining many victories, it was around the time the Makuta had begun his mass experiments on the Skakdi. Due to the chaos that erupted afterwards,. Lopik was left with no choice but to disband her group and fight for her own. Zakaz had become a warzone. Escaping on the remaining boats on the island, she landed on the foundry land of Xia, where she acted as a bodyguard for many of the high ranking Vortixx that were high priority targets for such syndicates of bounty hunting groups, such as the Dark Hunters. But her sudden disappearance brought her to the Island of Pain, where she now plots to escape and return to her old life.